Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2
Create a Game Character: Jouster - part 10

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star half
(11 Votes)
| 62126 Views
| 0 Comments
| Comments 0
Date Added: 13th August 2013
Software used:
Keywords:

Step 3: Marmoset materials

In Marmoset, click Open Mesh and import the posed character into the scene. In the Material tab, click New Material and save a material for each of the different surface types needed. Set the type of material from the Channel Model dropdown option.

For the armor and lance I use Phong Environment and for the hair I use the Anisotropic Environment material. Use the Anisotropy Direction slider to control the angle of the specular highlights for the hair. For the face and eyes I use the Skin Environment material.

If using the Skin Environment material with meshes that have skin and another type of material, use a black and white mask in the Skin Tone/Mask slot to control what parts of the mesh have the subsurface scattering effect applied to them.

1772_tid_10-03.jpg

Step 4: Marmoset lighting

Under the Light tab, Marmoset has some Sky Light Presets to play with. I like to find one that can be used as soft ambient lighting and drop down the brightness setting. Next, add some lights to the scene.

I like to start with a standard three-point lighting set up and then add any further lights as needed. The three-point lighting setup consists of a rim light, key light and a fill light. I end up adding an extra rim light and a couple of small fill lights to my scene.

1772_tid_10-04.jpg

Step 5: Presentation shots

When you're happy with the lighting, under the Output tab, specify the output directory and click Save Shot (F12). Import the saved screenshots into Photoshop where you can make some Levels adjustments, if needed. Then it's all finished!

I hope you've found this tutorial helpful. Each artist may have a different workflow or process, but the important thing is finding one that works for you.

Please feel free to share your own creations on the 3dtotal forums, where I will try to drop by and answer any questions. Looking forward to seeing your results - best of luck!

1772_tid_jouster01.jpg

1772_tid_jouster01_back.jpg

1772_tid_jouster01_front.jpg

1772_tid_jouster02.jpg

1772_tid_jouster03.jpg

1772_tid_jouster04.jpg


1772_tid_adam_fisher.jpg
Click HERE to see the previous part in this series.

Want to start from the beginning? Click HERE to see the first part in this series.



< previous page

 
1 | 2
Related Tutorials

The art of dramatic lighting

by Aekkarat Sumutchaya
published on 2016-05-27

Keywords: Aekkarat Sumutchaya, photoshop, lighting, character, red

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star none (4)
Comments 1 Views 7731

Modeling Human Anatomy

by Lino Masciulli
published on 2015-09-30

Keywords: modeling, human, anatomy, eyes,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (2)
Comments 0 Views 11229

Model legs in Maya

by Jahirul Amin
published on 2013-09-06

Keywords: legs, human, body, jahirul amin,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (28)
Comments 0 Views 149123

Master MODO portraits: Lighting, render outputs and post work

by Bert Heynderickx (aka Alberto Ezzy)
published on 2014-12-12

Keywords: MODO, AMD, Character, Female, Tutorial

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (11)
Comments 1 Views 32072
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment